Apparently -- amazingly -- no other question seems to have a similar title to this one.

I will retopologise later, so please don't think this is the final topology. enter image description here

I'm trying to remove triangles and ngons in my mesh, but when I remove ngons, it creates a triangle. enter image description here

When I remove triangles, by turning them into ngons, it turns any neighboring quads into ngons. enter image description here

Using this method doesn't remove triangles and ngons.

How can I do what I'm trying to do?

Thank you.

  • $\begingroup$ If you are going to retopologize later why do you change that geometry now? Generally that's the same process $\endgroup$
    – Mr Zak
    Jul 14, 2017 at 20:10
  • $\begingroup$ To rule out bad geometry being the cause of unwanted creases in the subdivided mesh. $\endgroup$ Jul 14, 2017 at 22:59

1 Answer 1


Just for consideration, you have many T-splines around your hole which automatically makes neighboring geometry N-gons (N-gon is every face consisting of 5 or more vertices)

enter image description here

If you want less messy geometry you should get rid of T-splines. You can do this by dissolving unnecessary edges (some of them are marked in orange on the image below (x -> dissolve edges)). Dissolving edges (also dissolving vertices or faces) is really handy in cases when you are cleaning your own geometry. Also, you should merge some vertices.

enter image description here

And, most important. Next time you are doing something like this just do this:

  1. Make sure that the shape in the middle has same edge count (number of vertices) as a hole that the hole that you are trying to connect it to. If not, fix it by dissolving verticies.

enter image description here

  1. Select both and connect them via bridge edge loops (Ctrl+E -> Bridge edge loops).

enter image description here

Then if you want more geometry just add subdivision surface (you probably don't have that tight poly budget).

enter image description here

And one last thing. Don't be so afraid of triangles. It s true that quads are usually better, but sometimes you just gotta do what you gotta do.

  • $\begingroup$ "sometimes you just gotta do what you gotta do" - unless you're using MakeClothes for MakeHuman - then "you gotta do as the title says" remove all tris.... $\endgroup$
    – Logic1
    Aug 21, 2018 at 22:17

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